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Questions and Answers 3D (read the first post before asking a question)

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SmartCheetah:

--- Quote from: barter1113 on February 24, 2011, 02:52:48 pm ---Is it possible get 3D Karpov models with all clothes into SDK? When will it be implement into SDK?

--- End quote ---
It is possible. It will be implemented when it's done, but not 100%sure.

Alvarez:
Where do you set your seams for UV usually on human mesh?

pistacja:

--- Quote from: Alvarez on February 25, 2011, 11:13:29 am ---Where do you set your seams for UV usually on human mesh?

--- End quote ---
From what I know the most popular layout is a pelt with cut hands, feet and head. The seams go down the spine on the inside of legs, the arms have the seam on the uper side. The head has a seam on the back if the face will be animated then the lips are cut to have a hole. Hands (and feet) are just planar from top and bottom and joint on the outside (by the little finger) for hi-poly every finger is unwraped.

The model we use is cut in the waist, legs and arms are also cut. The torso has a seam on one side (the other is connected to the back).

The rule of thumb is to put seams where natural seams on clothin appear (best for cylinder-like geometry mapped independent ) or to have as little seams as you can (pelt).

Opera:
Will there be some kind of effect / layer or what ever it is called which could pixelate the 3D models in-game? Just to make them look more like 2D sprites.

Karpov:

--- Quote from: Opera on February 25, 2011, 03:17:29 pm ---Will there be some kind of effect / layer or what ever it is called which could pixelate the 3D models in-game? Just to make them look more like 2D sprites.

--- End quote ---

Perhaps, if someone knows about Shader language. I hope we can do anything about it sometime, because there are many other useful effects besides postprocessing, like alpha layers, or specularity.

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